Here’s a list of other researches that could be considered for the tech tree to give a bit more flexibility in choosing tech or raw production outputs.
Also to make these work I think you would need to introduce the concept of ‘either-or’ research trees, where selecting a particular research path blocks other paths you could have taken.
Obviously many of these will not be viable depending on what is supported by the UI / Engine.
1. Additional queues
The idea here being you could choose to research an additional queue for your planets, so you could start constructing 2 buildings at once, or 2 types of unit at once, for example.
Obviously extremely powerful so I think it would have to be restricted to a single planet or find some other negatives to balance it (e.g. restrict to max PL8).
2. Ship upgrades
Allow upgrades to ships to allow incremental upgrades like:
- Reduced travel time
- Chance to evade / survive combat
- Cost reductions for particular types of units (e.g. 2% stacking discounts on
- Storage increases for
I believe you already planned something similar in the ‘Military’ research branch, which is currently empty.
3. Re-add scientists, or some similar concept
Certainly not a requirement, but it did allow a ruler to choose to skew their empire towards science.
It may be better to re-introduce
Research Labs (but not
Scientists), which could be a per-planet unique structure and produce +1
Research point per turn each. You could start with a
Research Lab on your home planet, but only be able to build additional ones after unlocking a tech.
A ruler could then choose to either spend their points early on extra PL, or to unlock additional tech on the few planets they have.
4. Add global empire modifiers
I’m thinking this would be a similar concept to Ascension perks in Stellaris. For example, you could provide a choice tree like the following:
Farm forever- Flat resource output modifier for entire empire (probably too powerful, might be more interesting to give the bonus to a random resource)
Workergrowth modifier across all planets
Art of war- Flat empire-wide firepower increase for all ships
Workaholics- All your
Workerswork harder, so you need 10% less to build anything
Way of the warrior- Your
Soldiersat a constant rate. e.g. +50 per turn, without any resources or queues required
You could choose to make any of the above exclusive, so only one can be chosen.
Obviously I’m sure you can come up with better ideas than I have above, but I like the concept.
5. Allow more structures / units to be unlocked through research
Currently nearly everything is ‘given’, merely requiring the building prerequisites to start construction. Some of the key structures could require research to unlock.
Space dock /
Heavy Weapons Factory are the obvious choices.
I’m not averse to reinstating the entire tech tree from previous code, where almost EVERYTHING had to be researched.
6. Add more PL researches, and reduce research time.
At the moment I probably check research page about once every 2 days, there’s just no point looking at it. With the upcoming nav changes I think it would be good to reintroduce the smaller, incremental PL researches at maybe 24 turns each, perhaps increasing to 48 turns and finally 96 turns as you get into higher planet counts.
Obviously the game has currently been designed currently so no player can ever control more than 30 planets, which just seems like easy mode compared to previous code. If PL is changed in this way, the universe would need to be adjusted, most likely with an increased planet count.
7. Structure upgrades / modifiers
It would be good to be able to research a tech item that allows a structure to be directly upgraded without the need for demolishing.
For example, add a
Core metal upgrade item that allows the direct replacement of a
Metal Mine with a
Core Metal Mine in 8 turns, saving 1 turn over having to demo first.
Other structure upgrades could be things like;
Advanced Solar Cells- your
Solar Arraysproduce +10 energy
Compact Living- Increased storage for
Advanced Scanning- Upgraded comms sat to reduce scan cost
Production Efficiency- Better Shipyard - Reduce ship build time
Rapid Basic Training- Your soldiers train 1 turn faster
8. Add loot boxes
Haha are you serious? I’m surprised you even read this far.